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Re: Screenshots

Posted: Thu Aug 27, 2009 3:19 pm
by Hipshot
Hey Obs, they look perfect, is this something that will take a long time to complete, or are they even for others than you? As you can see, the colors of your textures are exactly what I'm looking for!

sock wrote:
jal_ wrote:Ye, it's intentional.
Your latest images has some very nice textures, they really creates a nice atmosphere, but why would a tree clip through a solid wall? :eek:

@hipshot, Nice screenshots but going with a clean style does not make any sense to me. The top half of the screen feels overgrown, greenery, trees, rusty brown pipes, but the floor and lower wall space is empty? I am not suggesting you go grim/dirt crazy but some broken floor, grass or broken wall detail would be better IMHO. On a sidenote, I am sorry to hear about Grim, tragic news indeed. :(
Don't worry, there will be broken floor tiles and stuff, but it's not the main focus. I have had conveyor belts, gears, platforms and a lot in this level that I later removed.
I'm aiming for something that can be played in Quake Live in the future, I tried going for below 10k tris, but that probably won't be possible, patches adds a lot. So I will try and be below 15k instead. Crescent was below 10k in almost all places, or just slightly above, but this level is so much larger.
Problem in this level - that's why I have such problems getting it done enough for a release - is to make sure larger areas doesn't feel repetitive and empty. Since I have been doing mostly dense levels before, I'm not use to handle this kind of problem with efficiency. This level is learning process for future larger levels.

About Grin, yea, sad, probably the three best years of my life. Been working with really good people from all over the world now, some which will still be very close friends.
A lot of bad financial decisions probably lead to this and then Square and their FFXII-2 deal came and broke it all down.

Re: Screenshots

Posted: Thu Aug 27, 2009 3:26 pm
by obsidian
Whoa... sad news indeed. That was a really talented game studio.

Re: Screenshots

Posted: Thu Aug 27, 2009 3:35 pm
by Hipshot
Äsch, it was good until they for some reason decided to do two movie-games and start two separate studios for that. If we stayed with only the Stockholm office and worked with only Bionic Commando and something else this would never have happend, BC would probably have been better then too.

edit: I'm talking too much now, someone will shoot me, so I better stop =)

Re: Screenshots

Posted: Fri Aug 28, 2009 1:06 am
by phantazm11
Sweet textures obsidian. I especially like the middle, right-hand side one!

Re: Screenshots

Posted: Fri Aug 28, 2009 1:56 am
by Silicone_Milk
Awesome Obsidian. My favorite is the hexagon grate.

I am noticing a distinct red/green color on the bottom images though that would give a brutal tiling effect. I think desaturating the colors would help the grates out.

On a closer look, is it a layer being used on all the grates? I can see some green spots on the same location in all of them. Maybe I'm trippin' though...

Re: Screenshots

Posted: Fri Aug 28, 2009 2:13 am
by fKd
your textures are wicked ob, any chance of you putting em out here for us fellow mappers?

Re: Screenshots

Posted: Fri Aug 28, 2009 4:13 am
by obsidian
Silicone_Milk wrote:I can see some green spots on the same location in all of them.
Good eye. They have the same base texture. The repetition is less apparent in game because of the alpha and other blend effects. I'll probably also do some variations with different surfaces and details.

As for releasing the textures, if you guys want one of the above, let me know. The full texture pack is still a work in progress and will probably take some time to complete. I can push polygons like a mad man but textures take time.

Re: Screenshots

Posted: Fri Aug 28, 2009 12:12 pm
by Plan B
obsidian wrote:Whatever you were going to post (but deleted) Plan B, I'm sure it was interesting... just fix your lvlshots :)
And here I was, thinking I was being stealthy and shit :ninja:

Was just some shots of a ctf I started blocking out yesterday afternoon.
And when I botched the pics, I realised it was better to just post the damn thing if and when I get it into a playable alpha state...


Sweet grate textures, btw.
Although I always thought that, by definition, grate textures have see-through alpha channels, which I don't really see happening with the top and mid left textures.

Re: Screenshots

Posted: Fri Aug 28, 2009 2:45 pm
by obsidian
They do have alpha channels. The mid left one for example, all the little round holes are see through. You can use the shaderless version as a floor plate.

Re: Screenshots

Posted: Fri Aug 28, 2009 4:04 pm
by jal_
sock wrote:
jal_ wrote:Ye, it's intentional.
Your latest images has some very nice textures, they really creates a nice atmosphere, but why would a tree clip through a solid wall? :eek:
Well, I think some level of abstraction is acceptable in videogames, or at least at a videogame as Warsow which doesn't intend to be reallistic. The tree is positioned as if the leafs would touch the wall and bend. Ofc I won't bother making the leafs bend. But I consider the position of the tree natural. I do take note of the detail to watch if players notice it, tho. To do all the extra work if I'm the only one thinking this way.

Re: Screenshots

Posted: Fri Aug 28, 2009 6:10 pm
by sock
@obsidian, wow awesome textures, I would love to see those used in some screenshots, got any levels lying around on your HD dressed in those metal panels? :P

@Jal, ummm, if you use real world objects (like tree's) with realistic looking textures it is sort of expected that real world things like solid walls and objects clipping would also be considered but as you said it is your choice. Good luck with the release, hope it goes well.

Re: Screenshots

Posted: Mon Aug 31, 2009 1:34 am
by Hipshot
Since I save new .map files all the time, I can go back for almost every change that gives something different. On Crescent that became well over 100 .map files. This level is at 66 now.

[lvlshot]http://zfight.com/misc/images/maps/m8/history/1.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/history/2.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/history/3.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/history/5.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/history/7.jpg[/lvlshot]
This is the latest, the difference from the one above is the changed texture. I had a playtest with two friends and I felt I needed to add some color changes, to make it more unique. In another room this green metal on the wall is more redish.
[lvlshot]http://zfight.com/misc/images/maps/m8/history/8.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Aug 31, 2009 2:36 am
by fKd
looks a little dark, but omg, its so beautiful... texture combination's and atmosphere are really amazing! + the addition of foliage really gives it even more pop. well done to you sir... come on beta, that goes for you as well sock! :p
god i need to get some inspiration for my next map... been messing around with drawings but so far no real luck. but im not gonna rush into it as it will consume the next 5-6 months of my life lol

Re: Screenshots

Posted: Mon Aug 31, 2009 2:39 am
by Hipshot
Might be too dark. I think I have a very bright screen these days - testing will tell - if people generally think it's too dark then I will up the brightness of it.

Re: Screenshots

Posted: Mon Aug 31, 2009 3:41 am
by WHAT!!
That's one of the few things I've seen from you where I can't tell if it's from you or not. I mean it has similar texture styling, but the color just doesn't seem to be there. It just seems too "quake" for what you normally do.

Re: Screenshots

Posted: Mon Aug 31, 2009 6:33 pm
by sock
Some more progress, needs a bit more detail but I think the shape and form is promising.

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw1l.jpg[/lvlshot]

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw2l.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Aug 31, 2009 6:58 pm
by Hipshot
That ground looks very good btw, you are using a different way of doing terrain than me. You can really get a sharp look in your terrain.

Re: Screenshots

Posted: Mon Aug 31, 2009 7:24 pm
by $NulL
A Multi-Particle-System-Particle-Program!

[lvlshot]http://homepages.manx.net/urtstats/images/mpspp.PNG[/lvlshot]

(yes, my sparks look rubbish :) )

Re: Screenshots

Posted: Mon Aug 31, 2009 7:25 pm
by Hipshot
Give us a beta!

Re: Screenshots

Posted: Mon Aug 31, 2009 7:57 pm
by sock
@hipshot, the grass is from a digital image I took 5yrs ago (it was some flattened grass I put on a blue sheet). Originally it was green so I desat+coloured it to match the new palette I was using and gave it a soft edge shader. I am not sure how you do terrain but I use a mixture of hard + soft blends depending on material type. I still use alpha brushes, tri-soup brush meshes and dotproduct. Public beta is coming soon, just got to finish some stuff based on feedback I got this weekend.

Re: Screenshots

Posted: Mon Aug 31, 2009 8:36 pm
by Hipshot
sock wrote:@hipshot, the grass is from a digital image I took 5yrs ago (it was some flattened grass I put on a blue sheet). Originally it was green so I desat+coloured it to match the new palette I was using and gave it a soft edge shader. I am not sure how you do terrain but I use a mixture of hard + soft blends depending on material type. I still use alpha brushes, tri-soup brush meshes and dotproduct. Public beta is coming soon, just got to finish some stuff based on feedback I got this weekend.
My terrain is just regular alpha blended terrain, nothing more fancy than that. But I should probably do what you do and mix hard blends with soft ones, espec if there's dried and/or hard materials like rock and such.


Could you post your grass shader (not the terrain, the foliage) so I can see it. I'm not sure if the one I'm using are the best one really...
My problem is when I use soft edge for the grass-sprites I get sorting errors with things that are behind, other sprites that is.

Re: Screenshots

Posted: Tue Sep 01, 2009 7:14 am
by sock
Another update on detail ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg[/lvlshot]

@hipshot, my grass shader has sorting issues as well, so I simply put all the grass against walls or try not to group them too close together! :P

Shader:

Code: Select all

textures/moteof/grass01d_indoor
{
	qer_editorimage textures/moteof/grass01d.tga
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	qer_trans 0.99
	cull none

	deformVertexes wave 16 sin 0 0.5 0 .1
	{
		map textures/moteof/grass01d.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen const ( 0.1 0.1 0.1 )
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
		rgbGen identity
	}
}
As you can see the blend mode GL_SRC_ALPHA causes the sort problem and the rbgGen const is hacked depending on where the grass is locationed in the map. Not a good solution, really need a shader expert to fix the blend mode so the grass can draw correctly when viewed inline.

Terrain blending hard edges is done with one extra shader line:
alphaFunc GE128

Re: Screenshots

Posted: Tue Sep 01, 2009 9:48 am
by Hipshot
Well, I can't really do that. I think the scene wouldn't work if I only have some sprites close to the edges of the room. They kinda needs to be in the middle.
Yes, we need a shader expert here! =)
And I'm using your source then, but I have modified it a lot, kinda cut in it so it would look more like straws. If you get close you can see that it looks kinda strange, but you never really go that close.

And I don't use lightmapped sprites either, I'm having them vertex colored and are using two different shaders (same texture), one for sunlight, one for no sunlight.

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_13.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_14.jpg[/lvlshot]

Re: Screenshots

Posted: Tue Sep 01, 2009 10:24 am
by sock
@hipshot, I am using the following ID textures:
gothic_block/blocks18d.tga - on the lower wall - added a phong (60) to smooth edges
stone/pjrock21.tga - rock wall (yellow stone) - no change from original
gothic_block/killtrim.tga - the brown alpha on the floor, heavily modified + new alpha channel
small light crack texture - taken from my digital source collection, tiled and scaled down

I released the source to my grass texture years ago, highly possible it has moved around all over the place and probably sitting on various texture sites. Not bothered to be honest, its kind of cool :)

Re: Screenshots

Posted: Tue Sep 01, 2009 2:17 pm
by obsidian
sock wrote:really need a shader expert
:paranoid:

I think you'll have to use alphaFunc GE128, otherwise there won't be any depth sorting between layers.